Tutorial refresh: We've polished up the new user tutorial in Home to be more lightweight and dynamic, as well as offer rewards for completion. If you are not a new user and want to check it out, find it in your settings menu.
UI revamp: We've updated the user interface for a consistent look and feel, and to make navigation and browsing more intuitive.
Expressive Avatars Update: Avatars have been updated to simulate eye and mouth movement, making a simple conversation feel more dynamic. And with new outfits and customization options like eye color and lipstick, spending time with others in VR will feel more personal and authentic.
Dash:
Screenshot capture in VR: Capture screenshots from inside your headset by pressing the 'screenshot' button located on the menu on the right side of your Dash belt. There is a 5 second timer to set the pose and position of the screenshot. Images will be saved out to your C:\Users\*User*\Pictures\ directory. Happy screenshotting!
Can't figure out which settings menu the new tutorial is in. The one in dash? The one on the desktop? The one in my home menu (on the left controller)?
Looks to be the case but it is up to developers to implement this, otherwise it will revert back to ASW 1.0.
Custom built gaming desktop; i9 9900k (water cooled) oc to 5ghz, gtx 1080 ti, 32 gb 3000hz ram, 1 tb ssd, 4 tb hdd. Asus ROG Maximus xi hero wifi mb, StarTech 4 port/4 controller sata powered usb3.0 pcie card, PCI-E PCI Express to USB 3.1 Gen 2 card, Asus VG248QE 1080p 144hz gaming monitor, Oculus Rift cv1 w/2x sensors, Vive Pro w/2.0 base stations/Index controllers, Quest 1 w/Link and VD wireless (good/close 5Ghz wifi and PC with Ethernet cable to my Router).
Can't figure out which settings menu the new tutorial is in. The one in dash? The one on the desktop? The one in my home menu (on the left controller)?
Thank you, now this looks like an update. I love the new layout of the Devices tab. ASW 2 seems to be working very well! I forced it in Home, didn't notice any "waves". I did feel the letters felt a bit more blurry during motion though, but I don't know if it comes from this. It's also nice to finally have eyes. I hated the glasses. Now I still wish we'd get back the features we lost. I'd like to make my night-colored cowboy dude again xD.
I didn't find the Screenshot button either.
A very nice update overall!
Hyped for the Quest 2!
My hopes for VR next gen: - Full Body Tracking. Come on, Oculus! - Eye tracking with foveated rendering. Must reduce the power needs! - More big-scale games. I need a true VRMMORPG! - Bigger community.
"If you don't mind, do you want me to take you there? Where dreams come true."
This could be truly awesome - but I'll wait for the final 1.37 release:
"ASW 2.0 in Action
ASW 2.0 asks developers to expose depth information. With the Rift system interface Dash, the Oculus PC runtime already uses PTW to smooth performance, blending the Dash interface over an app’s depth-composition layers. As such, most Rift apps on the Oculus Store built on Unreal Engine 4 and Unity already provide the depth information required to make ASW 2.0 work. As more apps provide this information, ASW 2.0 support will become increasingly ubiquitous."
Obduction really needs ASW 2.0 - and Lone Echo ss 2.0
ASW 2.0 could be a true life saver, cheap "2080 Ti"-ish performance
Intel i7 7700K (4.5 GHz); MSI GeForce GTX 1080 8GB Gaming X (oc 2100 MHz gpu boost, 11 GHz mem speed); 16GB Corsair Vengeance DDR4 3200 MHz; MSI Z270I Gaming Pro Carbon AC (VR-Ready) mainboard; Samsung 961 Evo M.2 SSD 128GB (for OS) + Samsung EVO 860 4TB SSD (for games) + Toshiba P300 High-Performance HDD 3TB (for games); Win10 OS; Valve Index and Oculus Rift CV1, the latter nearly always using super sampling 2.0.
"Ask not what VR can do for you – ask what you can do for VR"
Looks to be the case but it is up to developers to implement this, otherwise it will revert back to ASW 1.0.
Yep, I'm surprised there hasn't been more of a shout about this tbh.
Is ASW 2 active with existing apps that provide depth information or is there an additional step or re-compiling that has to be done by the devs?
No re-compiling necessary I don't think, it should just work. As far as I know the Unreal Engine doesn't do this automatically so you'll need to turn it on and re-compile then re-Submit it to the Oculus Store or do this with an update.
I'm waiting on a couple of plugins to get sorted out for 4.22 and I'll start working on my game again soon.
"This you have to understand. There's only one way to hurt a man who's lost everything. Give him back something broken."
I get terrible stutters, whole system freezing, when starting oculus with latest beta update & drivers....had to switch off beta, now seems working again....must be an software issue with that latest beta. Everything else on my system (i9, 64GB Ram, 1080ti) works fine. When Oculus is running, I cant even move the mouse without stuttering....! Any Fixes? or just keep of the beta for now ?!
So Oculus sent out a signal and now it's switched on even using 1.36??? Because the latest software update is 1.36 - or maybe a small package arrived yesterday? (It's been a few days since I used my Rift, had to watch some Love, a bit of Death and a lot of Robots )
I have high hopes for ASW 2.0 - if we're lucky then:
Intel i7 7700K (4.5 GHz); MSI GeForce GTX 1080 8GB Gaming X (oc 2100 MHz gpu boost, 11 GHz mem speed); 16GB Corsair Vengeance DDR4 3200 MHz; MSI Z270I Gaming Pro Carbon AC (VR-Ready) mainboard; Samsung 961 Evo M.2 SSD 128GB (for OS) + Samsung EVO 860 4TB SSD (for games) + Toshiba P300 High-Performance HDD 3TB (for games); Win10 OS; Valve Index and Oculus Rift CV1, the latter nearly always using super sampling 2.0.
"Ask not what VR can do for you – ask what you can do for VR"
@Shii: Ouch, it looks weird. I've tried to record as well, but Home + Mirror + OBS Studio is too much for my rig xD! It stutters too much. Anyway, I don't see this problem. Did you see that in the headset as well (I mean, without recording), or was this just during recording?
My guess is it does that when the FPS gets below 40. You should do your recording again with the Visual HUD set to "Performance" in the Debug Tool, it will show you the FPS. If it stays around 45, ASW is on and works very well. If it gets below 40, ASW is still on but obviously doesn't work as well, which is probably why you see this stuff.
Hyped for the Quest 2!
My hopes for VR next gen: - Full Body Tracking. Come on, Oculus! - Eye tracking with foveated rendering. Must reduce the power needs! - More big-scale games. I need a true VRMMORPG! - Bigger community.
"If you don't mind, do you want me to take you there? Where dreams come true."
It was same in the headset without recording. Fps was stable 45, checked with debug tool. I have i7-7700K and RTX 2080 so performance not a problem. Fps was artifically limited by forced asw in oculus debug tool.
Intel Core i7-7700K, Asus ROG Strix Z270E Gaming, 32Gb RAM, MSI RTX 2080 8Gb Gaming X Trio
Comments
No Voice Commands on this Media Device?
Wouldn't PokerStarsVR be the last place you'd want facial expression? The old avatars had perfect poker faces.
Dear Oculus, "If it ain't broke, don't fix it", please.
Custom built gaming desktop; i9 9900k (water cooled) oc to 5ghz, gtx 1080 ti, 32 gb 3000hz ram, 1 tb ssd, 4 tb hdd. Asus ROG Maximus xi hero wifi mb, StarTech 4 port/4 controller sata powered usb3.0 pcie card, PCI-E PCI Express to USB 3.1 Gen 2 card, Asus VG248QE 1080p 144hz gaming monitor, Oculus Rift cv1 w/2x sensors, Vive Pro w/2.0 base stations/Index controllers, Quest 1 w/Link and VD wireless (good/close 5Ghz wifi and PC with Ethernet cable to my Router).
i7 7700k @4.8GHz, 32GB DDR4 & GTX1080Ti
Is ASW 2 active with existing apps that provide depth information or is there an additional step or re-compiling that has to be done by the devs?
I love the new layout of the Devices tab.
ASW 2 seems to be working very well! I forced it in Home, didn't notice any "waves". I did feel the letters felt a bit more blurry during motion though, but I don't know if it comes from this.
It's also nice to finally have eyes. I hated the glasses. Now I still wish we'd get back the features we lost. I'd like to make my night-colored cowboy dude again xD.
I didn't find the Screenshot button either.
A very nice update overall!
My hopes for VR next gen:
- Full Body Tracking. Come on, Oculus!
- Eye tracking with foveated rendering. Must reduce the power needs!
- More big-scale games. I need a true VRMMORPG!
- Bigger community.
"If you don't mind, do you want me to take you there? Where dreams come true."
"ASW 2.0 in Action
ASW 2.0 asks developers to expose depth information. With the Rift system interface Dash, the Oculus PC runtime already uses PTW to smooth performance, blending the Dash interface over an app’s depth-composition layers. As such, most Rift apps on the Oculus Store built on Unreal Engine 4 and Unity already provide the depth information required to make ASW 2.0 work. As more apps provide this information, ASW 2.0 support will become increasingly ubiquitous."
Obduction really needs ASW 2.0 - and Lone Echo ss 2.0
ASW 2.0 could be a true life saver, cheap "2080 Ti"-ish performance

"Ask not what VR can do for you – ask what you can do for VR"
Dean Beeler:
Both are Oculus' software engineers. Maybe more persons helped, but these two guys posted the ASW 2.0 news on the Oculus' blog.
Yup - that's what it takes to get your picture in the paper!
PS. Brendan Iribe may have been behind much of the ASW 2.0 work too:
"Ask not what VR can do for you – ask what you can do for VR"
"Ask not what VR can do for you – ask what you can do for VR"
No re-compiling necessary I don't think, it should just work. As far as I know the Unreal Engine doesn't do this automatically so you'll need to turn it on and re-compile then re-Submit it to the Oculus Store or do this with an update.
I'm waiting on a couple of plugins to get sorted out for 4.22 and I'll start working on my game again soon.
Thomas Covenant, Unbeliever
"Update: We’ve confirmed that ASW 2.0 is live for all users running the latest Oculus software update (not the Public Test Channel)."
https://www.roadtovr.com/oculus-launches-asw-2-0-asynchronous-spacewarp/
So Oculus sent out a signal and now it's switched on even using 1.36??? Because the latest software update is 1.36 - or maybe a small package arrived yesterday? (It's been a few days since I used my Rift, had to watch some Love, a bit of Death and a lot of Robots
I have high hopes for ASW 2.0 - if we're lucky then:
"Ask not what VR can do for you – ask what you can do for VR"
Ouch, it looks weird.
I've tried to record as well, but Home + Mirror + OBS Studio is too much for my rig xD! It stutters too much.
Anyway, I don't see this problem.
Did you see that in the headset as well (I mean, without recording), or was this just during recording?
My guess is it does that when the FPS gets below 40.
You should do your recording again with the Visual HUD set to "Performance" in the Debug Tool, it will show you the FPS. If it stays around 45, ASW is on and works very well. If it gets below 40, ASW is still on but obviously doesn't work as well, which is probably why you see this stuff.
My hopes for VR next gen:
- Full Body Tracking. Come on, Oculus!
- Eye tracking with foveated rendering. Must reduce the power needs!
- More big-scale games. I need a true VRMMORPG!
- Bigger community.
"If you don't mind, do you want me to take you there? Where dreams come true."